/**
 * Copyright (c) 2009 blurredVision
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
 * associated documentation files (the "Software"), to deal in the Software without restriction, 
 * including without limitation the rights to use, copy, modify, merge, publish, distribute, 
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or 
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT 
 * NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT 
 * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
#ifndef __GUI_SHELL_H__
#define __GUI_SHELL_H__

#pragma once

#include "Component.h"
#include "ITexture.h"

namespace gui {

/**
 * \ingroup coreGUI
 *
 * The Shell class.<br>
 * A Shell is the topmost element of the GUI. It always fills the screen size.<br>
 * In order to display something inside the GUI, a shell must be created. The shell can then hold GUI components or, more likely, Frame components.
 *
 * \date 04-18-2007
 *
 * \author juckel
 *
 * \todo Insert comments
 *
 */
class GUI_EXPORT Shell :
	public gui::Component
{
public:
	Shell(const math::Vector2i &screenSize);
	virtual ~Shell(void);

	void update();
	void draw();

	void hideAll();
	void showAll();

	virtual inline const int getGUIType() const { return GUI_SHELL; }

protected:
	ITexture *m_pRenderTarget;
};

} // namespace

#endif
